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		<title>BDockLayout</title>
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		<div class="class" name="BDockLayout">
			<h1>BDockLayout</h1>
			<p>继承自<a href="BLayout.html">BLayout</a></p>
			<p id="resume">BDockLayout是码头布局器，使多个子元素分别停靠在四周边缘，以得到类似便签的功能。<a href="#desc">详细</a></p>
			<h2>public</h2>
			<table id="public">
				<tr><td align="right"></td><td><a href="#BDockLayout(BWidget*)">BDockLayout</a>(BWidget* host = 0);</td></tr>
				<tr><td align="right"></td><td><a href="#BDockLayout(BWidget*, PartFlag)">BDockLayout</a>(BWidget* host, PartFlag part);</td></tr>
				<tr><td align="right"></td><td><a href="#BDockLayout(const BString&,BWidget*)">BDockLayout</a>(const BString& name, BWidget* host = 0);</td></tr>
				<tr><td align="right"></td><td><a href="#BDockLayout(const BString&, BWidget*, PartFlag)">BDockLayout</a>(const BString& name, BWidget* host, PartFlag part);</td></tr>
				<tr><td align="right"></td><td><a href="#BDockLayout(Policy, Policy,BWidget*)">BDockLayout</a>(Policy widthPolicy, Policy heightPolicy, BWidget* host = 0);</td></tr>
				<tr><td align="right"></td><td><a href="#~BDockLayout()">~BDockLayout</a>();</td></tr>
				<tr><td align="right">void </td><td><a href="#setSpacing(int)">setSpacing</a>(int spacing);</td></tr>
				<tr><td align="right">int </td><td><a href="#spacing()">spacing</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setHandleSize(const BSize&)">setHandleSize</a>(const BSize& handleSize);</td></tr>
				<tr><td align="right">const BSize& </td><td><a href="#handleSize()">handleSize</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setSplitable(bool)">setSplitable</a>(bool splitable);</td></tr>
				<tr><td align="right">bool </td><td><a href="#splitable()">splitable</a>() const;</td></tr>
				<tr><td align="right">bool </td><td><a href="#setAlign(int, Align)">setAlign</a>(int pos, Align align);</td></tr>
				<tr><td align="right">Align </td><td><a href="#align(int)">align</a>(int pos) const;</td></tr>
				<tr><td align="right">bool </td><td><a href="#setAlign(BObject*, Align)">setAlign</a>(BObject* object, Align align);</td></tr>
				<tr><td align="right">Align </td><td><a href="#align(BObject*)">align</a>(BObject* object) const;</td></tr>
				<tr><td align="right">bool </td><td><a href="#setStretch(int, const BSizeStretch&)">setStretch</a>(int pos, const BSizeStretch& stretch);</td></tr>
				<tr><td align="right">const BSizeStretch& </td><td><a href="#stretch(int)">stretch</a>(int pos) const;</td></tr>
				<tr><td align="right">bool </td><td><a href="#setStretch(BObject*, const BSizeStretch&)">setStretch</a>(BObject* object, const BSizeStretch& stretch);</td></tr>
				<tr><td align="right">const BSizeStretch& </td><td><a href="#stretch(BObject*)">stretch</a>(BObject* object) const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setWidthStretch(float)">setWidthStretch</a>(float widthStretch);</td></tr>
				<tr><td align="right">float </td><td><a href="#widthStretch()">widthStretch</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setHeightStretch(float)">setHeightStretch</a>(float heightStretch);</td></tr>
				<tr><td align="right">float </td><td><a href="#heightStretch()">heightStretch</a>() const;</td></tr>
				<tr><td align="right">void </td><td><a href="#setSizeStretch(float, float)">setSizeStretch</a>(float widthStretch, float heightStretch);</td></tr>
				<tr><td align="right">void </td><td><a href="#setSizeStretch(const BSizeStretch&)">setSizeStretch</a>(const BSizeStretch& sizeStretch);</td></tr>
				<tr><td align="right">const BSizeStretch& </td><td><a href="#sizeStretch()">sizeStretch</a>() const;</td></tr>
				<tr><td align="right">bool </td><td><a href="#addWidget(BWidget*, Align,float,float)">addWidget</a>(BWidget* widget, Align align, float widthStretch = 0, float heightStretch = 0);</td></tr>
				<tr><td align="right">bool </td><td><a href="#addLayout(BLayout*, Align,float,float)">addLayout</a>(BLayout* layout, Align align, float widthStretch = 0, float heightStretch = 0);</td></tr>
				<tr><td align="right">bool </td><td><a href="#addSpacer(BSpacer*, Align,float,float)">addSpacer</a>(BSpacer* spacer, Align align, float widthStretch = 0, float heightStretch = 0);</td></tr>
				<tr><td align="right">bool </td><td><a href="#addSpring(BSpring*, Align,float,float)">addSpring</a>(BSpring* spring, Align align, float widthStretch = -1, float heightStretch = -1);</td></tr>
				<tr><td align="right">bool </td><td><a href="#addSpacer(const BSize&, Align,float,float)">addSpacer</a>(const BSize& size, Align align, float widthStretch = 0, float heightStretch = 0);</td></tr>
				<tr><td align="right">bool </td><td><a href="#addSpring(Align,float,float)">addSpring</a>(Align align, float widthStretch = -1, float heightStretch = -1);</td></tr>
				<tr><td align="right">bool </td><td><a href="#insertWidget(int, BWidget*, Align,float,float)">insertWidget</a>(int pos, BWidget* widget, Align align, float widthStretch = 0, float heightStretch = 0);</td></tr>
				<tr><td align="right">bool </td><td><a href="#insertLayout(int, BLayout*, Align,float,float)">insertLayout</a>(int pos, BLayout* layout, Align align, float widthStretch = 0, float heightStretch = 0);</td></tr>
				<tr><td align="right">bool </td><td><a href="#insertSpacer(int, BSpacer*, Align,float,float)">insertSpacer</a>(int pos, BSpacer* spacer, Align align, float widthStretch = 0, float heightStretch = 0);</td></tr>
				<tr><td align="right">bool </td><td><a href="#insertSpring(int, BSpring*, Align,float,float)">insertSpring</a>(int pos, BSpring* spring, Align align, float widthStretch = -1, float heightStretch = -1);</td></tr>
				<tr><td align="right">bool </td><td><a href="#insertSpring(int, Align,float,float)">insertSpring</a>(int pos, Align align, float widthStretch = -1, float heightStretch = -1);</td></tr>
				<tr><td align="right">bool </td><td><a href="#remove(int)">remove</a>(int pos);</td></tr>
				<tr><td align="right">int </td><td><a href="#index(const BObject*)">index</a>(const BObject* object) const;</td></tr>
				<tr><td align="right">BRect </td><td><a href="#cellRect(int)">cellRect</a>(int pos) const;</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#dirty(const BObject*)">dirty</a>(const BObject* object);</td></tr>
				<tr><td align="right">virtual Align </td><td><a href="#align(const BObject*)">align</a>(const BObject* object) const;</td></tr>
				<tr><td align="right">virtual const BRect& </td><td><a href="#area(const BObject*)">area</a>(const BObject* object) const;</td></tr>
				<tr><td align="right">virtual int </td><td><a href="#count()">count</a>() const;</td></tr>
				<tr><td align="right">virtual BObject* </td><td><a href="#object(int)">object</a>(int index) const;</td></tr>
				<tr><td align="right">virtual BWidget* </td><td><a href="#widget(int)">widget</a>(int index) const;</td></tr>
				<tr><td align="right">virtual BLayout* </td><td><a href="#layout(int)">layout</a>(int index) const;</td></tr>
				<tr><td align="right">virtual BSpacer* </td><td><a href="#spacer(int)">spacer</a>(int index) const;</td></tr>
				<tr><td align="right">virtual BSpring* </td><td><a href="#spring(int)">spring</a>(int index) const;</td></tr>
				<tr><td align="right">virtual BObject* </td><td><a href="#find(const BString&)">find</a>(const BString& name) const;</td></tr>
				<tr><td align="right">virtual BWidget* </td><td><a href="#findWidget(const BString&)">findWidget</a>(const BString& name) const;</td></tr>
				<tr><td align="right">virtual BLayout* </td><td><a href="#findLayout(const BString&)">findLayout</a>(const BString& name) const;</td></tr>
				<tr><td align="right">virtual BSpacer* </td><td><a href="#findSpacer(const BString&)">findSpacer</a>(const BString& name) const;</td></tr>
				<tr><td align="right">virtual BSpring* </td><td><a href="#findSpring(const BString&)">findSpring</a>(const BString& name) const;</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#contain(const BWidget*)">contain</a>(const BWidget* widget) const;</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#contain(const BLayout*)">contain</a>(const BLayout* layout) const;</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#contain(const BSpacer*)">contain</a>(const BSpacer* spacer) const;</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#contain(const BSpring*)">contain</a>(const BSpring* spring) const;</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#remove(BWidget*)">remove</a>(BWidget* widget);</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#remove(BLayout*)">remove</a>(BLayout* layout);</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#remove(BSpacer*)">remove</a>(BSpacer* spacer);</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#remove(BSpring*)">remove</a>(BSpring* spring);</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#clear()">clear</a>();</td></tr>
				<tr><td align="right">virtual BSizePolicy </td><td><a href="#sizePolicy()">sizePolicy</a>() const;</td></tr>
				<tr><td align="right">virtual BSize </td><td><a href="#baseSize()">baseSize</a>() const;</td></tr>
				<tr><td align="right">virtual BSize </td><td><a href="#sizeHint()">sizeHint</a>() const;</td></tr>
				<tr><td align="right">virtual BSize </td><td><a href="#fixedSize()">fixedSize</a>() const;</td></tr>
				<tr><td align="right">virtual BSize </td><td><a href="#minSize()">minSize</a>() const;</td></tr>
				<tr><td align="right">virtual BSize </td><td><a href="#maxSize()">maxSize</a>() const;</td></tr>
				<tr><td align="right">virtual bool </td><td><a href="#adjust()">adjust</a>();</td></tr>
			</table>
			<h2>protected</h2>
			<table id="protected">
				<tr><td align="right">virtual void </td><td><a href="#attached(BWidget*)">attached</a>(BWidget* host);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#detached(BWidget*)">detached</a>(BWidget* host);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#event(const BEvent&)">event</a>(const BEvent& event);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#styleEvent(const BEvent&)">styleEvent</a>(const BEvent& event);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#freshEvent(const BEvent&)">freshEvent</a>(const BEvent& event);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#paintEvent(const BEvent&)">paintEvent</a>(const BEvent& event);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#mouseEnterEvent(const BMouseEvent&)">mouseEnterEvent</a>(const BMouseEvent& mouseEvent);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#mouseLeaveEvent(const BMouseEvent&)">mouseLeaveEvent</a>(const BMouseEvent& mouseEvent);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#mousePressEvent(const BMouseEvent&)">mousePressEvent</a>(const BMouseEvent& mouseEvent);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#mouseReleaseEvent(const BMouseEvent&)">mouseReleaseEvent</a>(const BMouseEvent& mouseEvent);</td></tr>
				<tr><td align="right">virtual void </td><td><a href="#mouseMoveEvent(const BMouseEvent&)">mouseMoveEvent</a>(const BMouseEvent& mouseEvent);</td></tr>
			</table>
			<div id="desc">
				<h2>详细介绍：</h2>
				<p>BDockLayout是码头布局器，使多个子元素分别停靠在四周边缘，以得到类似便签的功能。按此布局器的弹性值与元素的弹性值的比例值为元素分配大小。</p><p>通常元素会被停泊于四周的九个位置。</p><h4>信号表：</h4><table>
					<tr><td>Signal_Adjust</td><td>每次完成调整后发出，值为此布局器的矩形区域BRect rect。</td></tr>
					<tr><td>Signal_SplitFinished</td><td>拖动调整完成时发出，值为手柄索引值int handleIndex。</td></tr>
					<tr><td>Signal_Splitting</td><td>手动调整时发出，值为手柄索引值int handleIndex。</td></tr></table>
			</div>
			<h2 id="docs">成员文档：</h2>
			<div id="BDockLayout(BWidget*)">
				<h3>BDockLayout(BWidget* host = 0);</h3>
				<p>构造一个码头布局器，host指定其依附控件。</p>
			</div>
			<div id="BDockLayout(BWidget*, PartFlag)">
				<h3>BDockLayout(BWidget* host, PartFlag part);</h3>
				<p>构造一个码头布局器，host指定其依附控件，part指定放置部位。</p>
			</div>
			<div id="BDockLayout(const BString&,BWidget*)">
				<h3>BDockLayout(const BString&amp; name, BWidget* host = 0);</h3>
				<p>构造一个码头布局器，name指定名称，host指定其依附控件。</p>
			</div>
			<div id="BDockLayout(const BString&, BWidget*, PartFlag)">
				<h3>BDockLayout(const BString&amp; name, BWidget* host, PartFlag part);</h3>
				<p>构造一个码头布局器，name指定其名称，host指定其依附控件，part指定放置部位。</p>
			</div>
			<div id="BDockLayout(Policy, Policy,BWidget*)">
				<h3>BDockLayout(Policy widthPolicy, Policy heightPolicy, BWidget* host = 0);</h3>
				<p>构造一个码头布局器，widthPolicy指定其宽度策略，heightPolicy指定其高度策略，host指定其依附控件。</p>
			</div>
			<div id="~BDockLayout()">
				<h3>~BDockLayout();</h3>
				<p>析构一个码头控件。</p>
			</div>
			<div id="setSpacing(int)">
				<h3>void setSpacing(int spacing);</h3>
				<p>指定各个元素的外边缘空间大小，用于拖动手柄位置限定。</p>
			</div>
			<div id="spacing()">
				<h3>int spacing() const;</h3>
				<p>获得元素外边缘的空间大小。</p>
			</div>
			<div id="setHandleSize(const BSize&)">
				<h3>void setHandleSize(const BSize&amp; handleSize);</h3>
				<p>指定手柄大小，此值应当不大于元素外缘的空间大小，因为多出的尺寸会被忽略。</p>
			</div>
			<div id="handleSize()">
				<h3>const BSize&amp; handleSize() const;</h3>
				<p>取得拖动手柄尺寸大小。</p>
			</div>
			<div id="setSplitable(bool)">
				<h3>void setSplitable(bool splitable);</h3>
				<p>设置是否开启分割调整功能。</p>
			</div>
			<div id="splitable()">
				<h3>bool splitable() const;</h3>
				<p>获得是否开启分割调整功能。</p>
			</div>
			<div id="setAlign(int, Align)">
				<h3>bool setAlign(int pos, Align align);</h3>
				<p>设置次序为pos的子元素的对齐方式。</p>
			</div>
			<div id="align(int)">
				<h3>Align align(int pos) const;</h3>
				<p>获得次序为pos的子元素的对齐方式。</p>
			</div>
			<div id="setAlign(BObject*, Align)">
				<h3>bool setAlign(BObject* object, Align align);</h3>
				<p>设置子元素object的对齐方式。</p>
			</div>
			<div id="align(BObject*)">
				<h3>Align align(BObject* object) const;</h3>
				<p>获得子元素object的对齐方式。</p>
			</div>
			<div id="setStretch(int, const BSizeStretch&)">
				<h3>bool setStretch(int pos, const BSizeStretch&amp; stretch);</h3>
				<p>设置次序索引为pos的元素的弹性值。</p>
			</div>
			<div id="stretch(int)">
				<h3>const BSizeStretch&amp; stretch(int pos) const;</h3>
				<p>获得次序索引为pos的元素的弹性值。</p>
			</div>
			<div id="setStretch(BObject*, const BSizeStretch&)">
				<h3>bool setStretch(BObject* object, const BSizeStretch&amp; stretch);</h3>
				<p>设置指定元素对象的弹性值。</p>
			</div>
			<div id="stretch(BObject*)">
				<h3>const BSizeStretch&amp; stretch(BObject* object) const;</h3>
				<p>获得指定的元素对象的弹性值。</p>
			</div>
			<div id="setWidthStretch(float)">
				<h3>void setWidthStretch(float widthStretch);</h3>
				<p>设置此布局器的宽度弹性值，此值用于分配元素的宽度。</p>
			</div>
			<div id="widthStretch()">
				<h3>float widthStretch() const;</h3>
				<p>获得此布局器的宽度弹性值。</p>
			</div>
			<div id="setHeightStretch(float)">
				<h3>void setHeightStretch(float heightStretch);</h3>
				<p>设置此布局器的高度的弹性值，此值用于分配元素的高度。</p>
			</div>
			<div id="heightStretch()">
				<h3>float heightStretch() const;</h3>
				<p>获得此布局器的高度弹性值。</p>
			</div>
			<div id="setSizeStretch(float, float)">
				<h3>void setSizeStretch(float widthStretch, float heightStretch);</h3>
				<p>设置此布局器的宽度和高度弹性值，同于setSizeStretch(BSizeStretch(widthStretch, heightStrecth))。</p>
			</div>
			<div id="setSizeStretch(const BSizeStretch&)">
				<h3>void setSizeStretch(const BSizeStretch&amp; sizeStretch);</h3>
				<p>设置此布局器的宽度和高度弹性值，其值分别用于元素的宽度和高度的分配。</p>
			</div>
			<div id="sizeStretch()">
				<h3>const BSizeStretch&amp; sizeStretch() const;</h3>
				<p>获得此布局器的宽高弹性值。</p>
			</div>
			<div id="addWidget(BWidget*, Align,float,float)">
				<h3>bool addWidget(BWidget* widget, Align align, float widthStretch = 0, float heightStretch = 0);</h3>
				<p/>
			</div>
			<div id="addLayout(BLayout*, Align,float,float)">
				<h3>bool addLayout(BLayout* layout, Align align, float widthStretch = 0, float heightStretch = 0);</h3>
			</div>
			<div id="addSpacer(BSpacer*, Align,float,float)">
				<h3>bool addSpacer(BSpacer* spacer, Align align, float widthStretch = 0, float heightStretch = 0);</h3>
			</div>
			<div id="addSpring(BSpring*, Align,float,float)">
				<h3>bool addSpring(BSpring* spring, Align align, float widthStretch = -1, float heightStretch = -1);</h3>
			</div>
			<div id="addSpacer(const BSize&, Align,float,float)">
				<h3>bool addSpacer(const BSize&amp; size, Align align, float widthStretch = 0, float heightStretch = 0);</h3>
			</div>
			<div id="addSpring(Align,float,float)">
				<h3>bool addSpring(Align align, float widthStretch = -1, float heightStretch = -1);</h3>
			</div>
			<div id="insertWidget(int, BWidget*, Align,float,float)">
				<h3>bool insertWidget(int pos, BWidget* widget, Align align, float widthStretch = 0, float heightStretch = 0);</h3>
			</div>
			<div id="insertLayout(int, BLayout*, Align,float,float)">
				<h3>bool insertLayout(int pos, BLayout* layout, Align align, float widthStretch = 0, float heightStretch = 0);</h3>
			</div>
			<div id="insertSpacer(int, BSpacer*, Align,float,float)">
				<h3>bool insertSpacer(int pos, BSpacer* spacer, Align align, float widthStretch = 0, float heightStretch = 0);</h3>
			</div>
			<div id="insertSpring(int, BSpring*, Align,float,float)">
				<h3>bool insertSpring(int pos, BSpring* spring, Align align, float widthStretch = -1, float heightStretch = -1);</h3>
			</div>
			<div id="insertSpring(int, Align,float,float)">
				<h3>bool insertSpring(int pos, Align align, float widthStretch = -1, float heightStretch = -1);</h3>
			</div>
			<div id="remove(int)">
				<h3>bool remove(int pos);</h3>
				<p>删除pos位置的子元素。</p>
			</div>
			<div id="index(const BObject*)">
				<h3>int index(const BObject* object) const;</h3>
				<p>获取子元素object的次序值。</p>
			</div>
			<div id="cellRect(int)">
				<h3>BRect cellRect(int pos) const;</h3>
				<p>获取pos位置的元素的矩形区域。</p>
			</div>
			<div id="dirty(const BObject*)">
				<h3>virtual bool dirty(const BObject* object);</h3>
				<p>将子元素object标记为需要更新的，后续将会对其重新调整。</p>
			</div>
			<div id="align(const BObject*)">
				<h3>virtual Align align(const BObject* object) const;</h3>
				<p>获取指定子元素的对齐方式。</p>
			</div>
			<div id="area(const BObject*)">
				<h3>virtual const BRect&amp; area(const BObject* object) const;</h3>
				<p>获取指定子元素的区域。</p>
			</div>
			<div id="count()">
				<h3>virtual int count() const;</h3>
				<p>获得子元素的数量。</p>
			</div>
			<div id="object(int)">
				<h3>virtual BObject* object(int index) const;</h3>
				<p>获得次序为index的子元素对象。</p>
			</div>
			<div id="widget(int)">
				<h3>virtual BWidget* widget(int index) const;</h3>
				<p>获得次序为index的子元素控件。</p>
			</div>
			<div id="layout(int)">
				<h3>virtual BLayout* layout(int index) const;</h3>
				<p>获得次序为index的子元素布局器。</p>
			</div>
			<div id="spacer(int)">
				<h3>virtual BSpacer* spacer(int index) const;</h3>
				<p>获得次序为index的子元素空间件。</p>
			</div>
			<div id="spring(int)">
				<h3>virtual BSpring* spring(int index) const;</h3>
				<p>获得次序为index的子元素弹簧。</p>
			</div>
			<div id="find(const BString&)">
				<h3>virtual BObject* find(const BString&amp; name) const;</h3>
				<p>寻找名称为name的子元素对象，此方法也会在子布局器中寻找。</p>
			</div>
			<div id="findWidget(const BString&)">
				<h3>virtual BWidget* findWidget(const BString&amp; name) const;</h3>
				<p>寻找名称为name的子元素控件，此方法也会在子布局器中寻找。</p>
			</div>
			<div id="findLayout(const BString&)">
				<h3>virtual BLayout* findLayout(const BString&amp; name) const;</h3>
				<p>寻找名称为name的子元素控件，此方法也会在子布局器中寻找。</p>
			</div>
			<div id="findSpacer(const BString&)">
				<h3>virtual BSpacer* findSpacer(const BString&amp; name) const;</h3>
				<p>寻找名称为name的子元素空间件，此方法也会在子布局器中寻找。</p>
			</div>
			<div id="findSpring(const BString&)">
				<h3>virtual BSpring* findSpring(const BString&amp; name) const;</h3>
				<p>寻找名称为name的子元素弹簧，此方法也会在子布局器中寻找。</p>
			</div>
			<div id="contain(const BWidget*)">
				<h3>virtual bool contain(const BWidget* widget) const;</h3>
				<p>判断是否包含指定的控件，此方法也会在子布局器中寻找。</p>
			</div>
			<div id="contain(const BLayout*)">
				<h3>virtual bool contain(const BLayout* layout) const;</h3>
				<p>判断是否包含指定的布局器，此方法也会在子布局器中寻找。</p>
			</div>
			<div id="contain(const BSpacer*)">
				<h3>virtual bool contain(const BSpacer* spacer) const;</h3>
				<p>判断是否包含指定的空间件，此方法也会在子布局器中寻找。</p>
			</div>
			<div id="contain(const BSpring*)">
				<h3>virtual bool contain(const BSpring* spring) const;</h3>
				<p>判断是否包含指定的弹簧，此方法也会在子布局器中寻找。</p>
			</div>
			<div id="remove(BWidget*)">
				<h3>virtual bool remove(BWidget* widget);</h3>
				<p>从此布局器以及子布局器中移除指定的控件，注意：此方法也会将控件从父控件中移除。</p>
			</div>
			<div id="remove(BLayout*)">
				<h3>virtual bool remove(BLayout* layout);</h3>
				<p>从此布局器以及子布局器中移除指定的布局器，注意：此方法也会将指定布局器的控件子元素从父控件中移除，但其自身内容不会改变。</p>
			</div>
			<div id="remove(BSpacer*)">
				<h3>virtual bool remove(BSpacer* spacer);</h3>
				<p>从此布局器以及子布局器中移除指定的空间件。</p>
			</div>
			<div id="remove(BSpring*)">
				<h3>virtual bool remove(BSpring* spring);</h3>
				<p>从此布局器以及子布局器中移除指定的弹簧。</p>
			</div>
			<div id="clear()">
				<h3>virtual bool clear();</h3>
				<p>移除所有的子元素，此方法会使其包含的所有控件从依附控件中移除。</p>
			</div>
			<div id="sizePolicy()">
				<h3>virtual BSizePolicy sizePolicy() const;</h3>
				<p>计算此布局器整体的尺寸策略，若自身策略值为空时，则综合各个子元素的策略值作为返回值。</p>
			</div>
			<div id="baseSize()">
				<h3>virtual BSize baseSize() const;</h3>
			</div>
			<div id="sizeHint()">
				<h3>virtual BSize sizeHint() const;</h3>
				<p>计算此布局器合适的尺寸。</p>
			</div>
			<div id="fixedSize()">
				<h3>virtual BSize fixedSize() const;</h3>
				<p>计算此布局器整体的固定尺寸值，若自身的固定值为0，则综合各个子元素的固定值作为返回值。</p>
			</div>
			<div id="minSize()">
				<h3>virtual BSize minSize() const;</h3>
				<p>计算此布局器的最小尺寸，综合自身的最小尺寸与子元素的最小尺寸值。</p>
			</div>
			<div id="maxSize()">
				<h3>virtual BSize maxSize() const;</h3>
				<p>计算此布局器的最大尺寸，综合自身的最大尺寸与子元素的最大尺寸值。</p>
			</div>
			<div id="adjust()">
				<h3>virtual bool adjust();</h3>
				<p>执行码头布局调整，发出信号：Signal_Adjust。</p>
			</div>
			<div id="attached(BWidget*)">
				<h3>virtual void attached(BWidget* host);</h3>
				<p>当依附于host控件时，将所有下属控件添加为host控件的子控件。</p>
			</div>
			<div id="detached(BWidget*)">
				<h3>virtual void detached(BWidget* host);</h3>
				<p>当脱离依附控件时，将所有子元素控件从host控件中移除。</p>
			</div>
			<div id="event(const BEvent&)">
				<h3>virtual void event(const BEvent&amp; event);</h3>
			</div>
			<div id="styleEvent(const BEvent&)">
				<h3>virtual void styleEvent(const BEvent&amp; event);</h3>
			</div>
			<div id="freshEvent(const BEvent&)">
				<h3>virtual void freshEvent(const BEvent&amp; event);</h3>
			</div>
			<div id="paintEvent(const BEvent&)">
				<h3>virtual void paintEvent(const BEvent&amp; event);</h3>
			</div>
			<div id="mouseEnterEvent(const BMouseEvent&)">
				<h3>virtual void mouseEnterEvent(const BMouseEvent&amp; mouseEvent);</h3>
			</div>
			<div id="mouseLeaveEvent(const BMouseEvent&)">
				<h3>virtual void mouseLeaveEvent(const BMouseEvent&amp; mouseEvent);</h3>
			</div>
			<div id="mousePressEvent(const BMouseEvent&)">
				<h3>virtual void mousePressEvent(const BMouseEvent&amp; mouseEvent);</h3>
			</div>
			<div id="mouseReleaseEvent(const BMouseEvent&)">
				<h3>virtual void mouseReleaseEvent(const BMouseEvent&amp; mouseEvent);</h3>
			</div>
			<div id="mouseMoveEvent(const BMouseEvent&)">
				<h3>virtual void mouseMoveEvent(const BMouseEvent&amp; mouseEvent);</h3>
			</div>
		</div>
	</body>
</html>